/// <summary> /// Lazily recomputes the world+view+projection matrix and /// fog vector based on the current effect parameter settings. /// </summary> internal static EffectDirtyFlags SetWorldViewProjAndFog(EffectDirtyFlags dirtyFlags, ref Matrix world, ref Matrix view, ref Matrix projection, ref Matrix worldView, bool fogEnabled, float fogStart, float fogEnd, EffectParameter worldViewProjParam, EffectParameter fogVectorParam) { // Recompute the world+view+projection matrix? if ((dirtyFlags & EffectDirtyFlags.WorldViewProj) != 0) { Matrix worldViewProj; Matrix.Multiply(ref world, ref view, out worldView); Matrix.Multiply(ref worldView, ref projection, out worldViewProj); worldViewProjParam.SetValue(worldViewProj); dirtyFlags &= ~EffectDirtyFlags.WorldViewProj; } if (fogEnabled) { // Recompute the fog vector? if ((dirtyFlags & (EffectDirtyFlags.Fog | EffectDirtyFlags.FogEnable)) != 0) { SetFogVector(ref worldView, fogStart, fogEnd, fogVectorParam); dirtyFlags &= ~(EffectDirtyFlags.Fog | EffectDirtyFlags.FogEnable); } } else { // When fog is disabled, make sure the fog vector is reset to zero. if ((dirtyFlags & EffectDirtyFlags.FogEnable) != 0) { fogVectorParam.SetValue(Vector4.Zero); dirtyFlags &= ~EffectDirtyFlags.FogEnable; } } return(dirtyFlags); }
/// <summary> /// Lazily recomputes the world inverse transpose matrix and /// eye position based on the current effect parameter settings. /// </summary> internal static EffectDirtyFlags SetLightingMatrices(EffectDirtyFlags dirtyFlags, ref Matrix world, ref Matrix view, EffectParameter worldParam, EffectParameter worldInverseTransposeParam, EffectParameter eyePositionParam) { // Set the world and world inverse transpose matrices. if ((dirtyFlags & EffectDirtyFlags.World) != 0) { Matrix worldTranspose; Matrix worldInverseTranspose; Matrix.Invert(ref world, out worldTranspose); Matrix.Transpose(ref worldTranspose, out worldInverseTranspose); worldParam.SetValue(world); worldInverseTransposeParam.SetValue(worldInverseTranspose); dirtyFlags &= ~EffectDirtyFlags.World; } // Set the eye position. if ((dirtyFlags & EffectDirtyFlags.EyePosition) != 0) { Matrix viewInverse; Matrix.Invert(ref view, out viewInverse); eyePositionParam.SetValue(viewInverse.TranslationVector); dirtyFlags &= ~EffectDirtyFlags.EyePosition; } return(dirtyFlags); }